#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include "Fixtures.h" #include #include #include #include #include "graphics/AmbientOcclusion.h" #include "graphics/AntiAliasing.h" #include "graphics/Canvas.h" #include "graphics/DrawItem2D.h" #include "graphics/Font.h" #include "graphics/GBuffer.h" #include "graphics/GlobalIllumination.h" #include "graphics/Graphics.h" #include "graphics/Grass.h" #include "graphics/Light.h" #include "graphics/Material.h" #include "graphics/Mesh.h" #include "graphics/Outline.h" #include "graphics/Quad.h" #include "graphics/RenderControl.h" #include "graphics/ScreenSpaceReflection.h" #include "graphics/Shader.h" #include "graphics/Texture.h" #include "graphics/Volumetric.h" #include "graphics/Water.h" #include "graphics/Waterfall.h" #include "window/Window.h" // Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form. using eve::graphics::Color; using namespace eve::graphics; namespace { float luma(const Color &c) { return (c.r + c.g + c.b) / 3.f; } void previewTexture(Graphics *gfx, Texture *tex, int ms = 800) { gfx->setBackgroundColorRGBA(0.08f, 0.09f, 0.12f, 1.f); const int frames = (ms >= 16) ? (ms / 16) : 1; for (int i = 0; i < frames; ++i) { gfx->clearScreen(); gfx->drawTexturedRectRGBA(tex, 0, 0, float(gfx->getWidth()), float(gfx->getHeight()), 1, 1, 1, 1); gfx->present(); SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) return; } SDL_Delay(16); } } struct CornerDepth { int w = 0, h = 0; // Two walls meeting at a corner near center: closer walls → AO in the crease. float wallDepth = 0.35f; float floorDepth = 0.85f; }; float cornerDepth01(int x, int y, void *userdata) { auto *b = static_cast(userdata); const float u = (float(x) + 0.5f) / float(b->w); const float v = (float(y) + 0.5f) / float(b->h); // Vertical wall strip + horizontal wall strip (L-shaped occluder / crease). const bool vertWall = (u >= 0.45f && u <= 0.55f && v >= 0.25f && v <= 0.75f); const bool horizWall = (v >= 0.45f && v <= 0.55f && u >= 0.25f && u <= 0.75f); if (vertWall || horizWall) return b->wallDepth; return b->floorDepth; } } // namespace TEST_CASE("ao.qualityAndModePresets") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx); AmbientOcclusion *raw = gfx->newAmbientOcclusion(); REQUIRE(raw != nullptr); std::unique_ptr ao(raw); REQUIRE(ao->getSsaoShader() != nullptr); REQUIRE(ao->getHbaoShader() != nullptr); REQUIRE(ao->getGtaoShader() != nullptr); REQUIRE(ao->getBlurShader() != nullptr); REQUIRE(ao->getOverlayShader() != nullptr); CHECK(ao->getMode() == "ssao"); ao->setQuality("low"); CHECK(ao->getQuality() == "low"); CHECK(ao->getSampleCount() == 8); CHECK(ao->getDownscale() == 4.f); CHECK(ao->resolutionFor(400) == 100); ao->setQuality("medium"); CHECK(ao->getSampleCount() == 16); CHECK(ao->getDownscale() == 2.f); ao->setQuality("high"); CHECK(ao->getSampleCount() == 24); CHECK(ao->getDownscale() == 1.f); ao->setMode("hbao"); CHECK(ao->getMode() == "hbao"); ao->setQuality("medium"); CHECK(ao->getSampleCount() == 36); // 6 dirs * 6 steps ao->setMode("gtao"); ao->setQuality("low"); CHECK(ao->getSampleCount() == 16); // 4*4 ao->setMode("unknown"); CHECK(ao->getMode() == "ssao"); ao->setQuality("unknown"); CHECK(ao->getQuality() == "medium"); win->close(); } TEST_CASE("ao.paramRoundTrip") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx); std::unique_ptr ao(gfx->newAmbientOcclusion()); ao->setRadius(0.9f); ao->setBias(0.04f); ao->setIntensity(1.25f); ao->setPower(1.8f); CHECK(std::fabs(ao->getRadius() - 0.9f) < 1e-5f); CHECK(std::fabs(ao->getBias() - 0.04f) < 1e-5f); CHECK(std::fabs(ao->getIntensity() - 1.25f) < 1e-5f); CHECK(std::fabs(ao->getPower() - 1.8f) < 1e-5f); CHECK(ao->hasParam("invViewProj") == true); CHECK(ao->hasParam("sampleCount") == true); CHECK(ao->hasParam("dirCount") == true); ao->setMode("gtao"); ao->setThickness(0.7f); CHECK(std::fabs(ao->getFloat("thickness") - 0.7f) < 1e-5f); win->close(); } TEST_CASE("ao.ssaoDarkensCrease") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 256, 192); gfx->setScreenReadbackEnabled(true); std::unique_ptr ao(gfx->newAmbientOcclusion()); ao->setMode("ssao"); ao->setQuality("high"); ao->setIntensity(1.5f); ao->setRadius(1.2f); ao->setBias(0.02f); ao->setPower(1.2f); ao->setCamera(0.f, 1.5f, 4.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 50.f, 256.f / 192.f, 0.1f, 40.f); CornerDepth cd; cd.w = 128; cd.h = 96; Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd); REQUIRE(depth != nullptr); Canvas *out = gfx->newCanvas(cd.w, cd.h); ao->computeTo(gfx, depth, out); // Crease center vs open floor corner. const float crease = luma(out->getPixel(cd.w / 2, cd.h / 2)); const float open = luma(out->getPixel(int(cd.w * 0.12f), int(cd.h * 0.12f))); CHECK(open > crease); CHECK(crease < 0.98f); CHECK(open > 0.5f); previewTexture(gfx, out->getTexture()); win->close(); } TEST_CASE("ao.hbaoAndGtaoProduceOcclusion") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 200, 150); CornerDepth cd; cd.w = 100; cd.h = 75; for (const char *mode : {"hbao", "gtao"}) { std::unique_ptr ao(gfx->newAmbientOcclusion()); ao->setMode(mode); ao->setQuality("medium"); ao->setIntensity(1.4f); ao->setRadius(1.0f); ao->setCamera(0.f, 2.f, 5.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 55.f, 200.f / 150.f, 0.1f, 50.f); Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd); Canvas *out = gfx->newCanvas(cd.w, cd.h); ao->computeTo(gfx, depth, out); float minL = 1.f; float maxL = 0.f; for (int y = 0; y < cd.h; y += 3) { for (int x = 0; x < cd.w; x += 3) { const float L = luma(out->getPixel(x, y)); minL = std::min(minL, L); maxL = std::max(maxL, L); } } CHECK(maxL > minL); CHECK(minL < 0.95f); } win->close(); } TEST_CASE("ao.blurPreservesMeanRoughly") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 160, 120); std::unique_ptr ao(gfx->newAmbientOcclusion()); ao->setMode("ssao"); ao->setQuality("medium"); ao->setCamera(0.f, 1.f, 3.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 60.f, 160.f / 120.f, 0.1f, 30.f); CornerDepth cd; cd.w = 80; cd.h = 60; Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd); Canvas *raw = gfx->newCanvas(cd.w, cd.h); ao->computeTo(gfx, depth, raw); Canvas *blurred = gfx->newCanvas(cd.w, cd.h); ao->blurTo(gfx, raw->getTexture(), blurred); float sumRaw = 0.f, sumBlur = 0.f; int n = 0; for (int y = 0; y < cd.h; y += 2) { for (int x = 0; x < cd.w; x += 2) { sumRaw += luma(raw->getPixel(x, y)); sumBlur += luma(blurred->getPixel(x, y)); ++n; } } const float meanRaw = sumRaw / float(std::max(n, 1)); const float meanBlur = sumBlur / float(std::max(n, 1)); CHECK(std::fabs(meanRaw - meanBlur) < 0.25f); CHECK(meanBlur > 0.05f); win->close(); } TEST_CASE("ao.overlayDarkensLitScene") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 160, 120); gfx->setScreenReadbackEnabled(true); std::unique_ptr ao(gfx->newAmbientOcclusion()); ao->setMode("ssao"); ao->setQuality("high"); ao->setIntensity(1.0f); ao->setCamera(0.f, 1.2f, 3.5f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 50.f, 160.f / 120.f, 0.1f, 35.f); CornerDepth cd; cd.w = 80; cd.h = 60; Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd); Canvas *aoMap = gfx->newCanvas(cd.w, cd.h); ao->computeTo(gfx, depth, aoMap); Canvas *scene = gfx->newCanvas(cd.w, cd.h); gfx->setCanvas(scene); gfx->clear(Color(0.85f, 0.85f, 0.88f, 1.f), std::nullopt, std::nullopt); const float before = luma(scene->getPixel(cd.w / 2, cd.h / 2)); ao->applyOverlay(gfx, aoMap->getTexture()); gfx->setCanvas(nullptr); const float after = luma(scene->getPixel(cd.w / 2, cd.h / 2)); const float openAfter = luma(scene->getPixel(int(cd.w * 0.1f), int(cd.h * 0.1f))); CHECK(after < before); CHECK(openAfter + 0.02f >= after); previewTexture(gfx, scene->getTexture()); win->close(); }